Huge Construct, Unaligned
Armor Class 17 (natural armor)
Hit Points 195 (17d12 + 85)
Speed 30 ft.
STR
22 (+6)
DEX
8 (-1)
CON
20 (+5)
INT
5 (-3)
WIS
11 (+0)
CHA
1 (-5)
Saving Throws STR +10, CON +9
Skills Perception +4
Damage Resistances Force
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Truesight 50 ft., Passive Perception 14
Languages Understands Common but can't speak
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Mantle of Spell Resistance. The golem has advantage on saving throws against spells.

Magic Weapons. The golem's weapon attacks are magical.

Unstoppable (3/Day). If the golem would take damage, it takes no damage instead.

Aura of Law. The golem's banners radiate overbearing magics from the plane of law. Each creature that has committed a crime before that starts its turn within 15 feet of the golem must make a DC 17 Wisdom save or become frightened of the golem until the start of its next turn.

Actions

Multiattack. The golem makes one attack with its Gavel and one attack with its Capture Claw.

Gavel. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) bludgeoning damage, and the target must make a DC 18 Strength saving throw or fall prone.

Capture Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 18). The golem can only grapple one creature at a time. While grappled, the target is restrained. If the target would attempt to escape, it first takes 16 (3d10) bludgeoning damage.

Freezing Gaze (1/Short or Long Rest). The golem forces each creature in a 50-foot cone originating from it to make a DC 17 Constitution saving throw. On a failed save, a creature's speed is reduced to 0 and it has disadvantage on attack rolls, ability checks, and Dexterity saving throws for 1 minute or until the golem dies. A creature that fails its save can repeat the save at the end of each of its turns, ending the effect on a successful save. On a successful save, the creature's speed is halved instead of reduced to 0, and it doesn't suffer disadvantage.

Description

After a series of scandals resulted in an outcry for reform in Umbreheim's guard force, the city's council found a deal to be made with an artificer by the name Kabru who asked only for sanctuary in return for his services. Thereafter, the people of Umbreheim learned to fear no longer the clanking of metal boots, but in its place the scraping of stone on stone. No longer did they have to fear the cruelty of man, for now they feared the coldness of rock.

Banner Bearers are the name of Kabru's machines, massive stone golems that lumber through the streets on patrol draped in the black and white banner of Umbreheim, singular sapphire eye always watching for any violation of the law. In a single week, the infamous Sevenfold smuggling ring's operations in Umbreheim were put to bed, no match for the relentless gaze of Umbreheim's new watchers. They cannot be deceived, convinced, or bribed. They bear long hammers of stone in one unmoving fist, the other arm ending in a claw made for restraining agitators. It's said that once the Banner Bearer has you in its grip, it's best to give up -- the more you resist, the harder it will squeeze. There have been more than a few rioters killed that way. Additionally, magic has little effect on them due to the enchanted banners that fall from their shoulders, so even the wondrous art of spellcraft is futile in resisting the monolithic monstrosities.

Worst of all is the Banner Bearer's eye. A glimmering sapphire that glows when the golem is active, it can freeze anything it sees in place as if locked in a block of ice. The experience is said to inspire a sudden and intense dread, not from the magic itself, but from being completely helpless before the Banner Bearer's overwhelming force.

Monster Tags: construct

MilestoGo_24

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